diff --git a/iwdification/readme-iwdification.html b/iwdification/readme-iwdification.html index a61d8ae..4790d25 100644 --- a/iwdification/readme-iwdification.html +++ b/iwdification/readme-iwdification.html @@ -29,10 +29,10 @@
A Gibberlings Three Mod
- Authors: CamDawg and DavidW
- On the web: Home
+ Authors: CamDawg and DavidW
+ On the web: Home
page and discussion
- forum
Version 1
Languages: English, French
@@ -58,10 +58,10 @@
IWDification works on all IE games that use the Baldur's Gate II engine, which includes the original Baldur's Gate II (Shadows of Amn with or without Throne of Bhaal), the two major Baldur's Gate conversion mods (Tutu and BGT), and the Enhanced Editions of Baldur's Gate and Baldur's Gate II. Content will be adjusted as appropriate for the detected platform--e.g. no +5 items or ninth level spells will be added to a Tutu or BGEE game.
-For non-EE games:
-You will see references to "original" or "vanilla" BG2 to differentiate it from the Enhanced Editions. Note that this includes any installation running on the original BG2 engine, notably BGT or Tutu.
+For non-EE games:
+You will see references to "original" or "vanilla" BG2 to differentiate it from the Enhanced Editions. Note that this includes any installation running on the original BG2 engine, notably BGT or Tutu.
TobEx is highly recommended for players using the spell packs on the original games. Without TobEx, spell selection screens during character creation are limited to 24 spells, as are spellbook pages. Since there are more than 24 spells available at some levels you will not be able to see all spells available or be able to select them. Cat's Grace, a second-level arcane spell, relies on functionality provided by TobEx and will be skipped if it's not detected.
-The fourth-level divine spell Giant Insect relies on Infinity Animations, as the beetles summoned by the spell do not have animations in the original BG2, and will be skipped without the mod being installed. Polymorph Self and druidic shapeshifting will also have an additional option, Boring Beetle, if IA is installed.
+The fourth-level divine spell Giant Insect relies on Infinity Animations, as the beetles summoned by the spell do not have animations in the original BG2, and will be skipped without the mod being installed. Polymorph Self and druidic shapeshifting will also have an additional option, Boring Beetle, if IA is installed.
If you should encounter any bugs, please report them to the authors at the IWDification forum. In addition, IWDification is available on GitHub, so fixes and changes can be submitted by the community.
IWD Class Updates: Bard: Add IWD Bard Songs should be installed after the Rogue Rebalancing and Garrick: Tales of a Troubadour mods. Otherwise, it may overwrite the bard song changes from both.
+IWD Class Updates: Bard: Add IWD Bard Songs should be installed after the Rogue Rebalancing and Garrick: Tales of a Troubadour mods. Note that IWDification's new bard songs will replace Rogue Rebalacing's normal trueclass bard song, but it will not affect the kitted bard songs and will preserve the HLA bard songs--e.g. a trueclass bard will get IWDification's bard songs, but they will get RR's version of the Enhanced Bard Song as an HLA selection. Kitted bards will just get Rogue Reblancing's songs.
IWDification should be installed before argent77's Trials of the Luremaster for Baldur's Gate mod.
-Two-handed axes use the same combat and paperdoll animations as halberds.
-Contact Other Plane has no dialogue written, and is therefore unavailable at present.
-Two-handed axes use the same combat and paperdoll animations as halberds.
+Contact Other Plane has no dialogue written, and is therefore unavailable at present.
+For the Arcane and Divine Spell Packs, not all spells could be converted to the original Baldur's Gate II engine. The Cat's Grace spell (part of the Arcane Spell Pack) requires TobEx for its unique dexterity modifications. Giant Insect (part of the Divine Spell Pack) requires the beetle animation, part of Infinity Animations. Soul Eater, Seven Eyes, Favor of Ilmater, and Spiritual Wrath are not available. All of the compromises made for the Arcane or Divine Spell Packs can be found in the notes on their respective spell listings (arcane, divine).
If you install the Arcane Spell Pack, Divine Spell Pack, or Add IWD Bard Songs after Expanded Portrait Icons, they can roll back some of the changes from Expanded Portrait Icons. Given that Expanded Portrait Icons is the last component of the mod, this should only be a concern if you're running the installer multiple times.
First time installing a mod? Check out G3's comprehensive tutorial: A New Player’s Guide to Installing and Playing Mods.
Special Note for Siege of Dragonspear from Steam/GOG
- Good Old Games (GOG) and Steam both package the additional content for Siege of Dragonspear in a method that WeiDU, the tool used to install this mod, cannot access. You must run a program called DLC Merger on your SoD installation before you can install this or any other WeiDU-based mod.
Enhanced Editions Note
- The Enhanced Editions are actively supported games. Please note that every patch update will wipe your current mod setup! If in the middle of a modded game you might want to delay the patch update (if possible) as even after reinstalling the mods, you might not be able to continue with your old savegames. Alternatively, copy the whole game's folder into a new one that can be modded and will stay untouched by game patches. It is important that you install the mod to the language version you are playing the game in. Otherwise, the dialogues of the mod will not show but give error messages.
Windows
IWDification for Windows is distributed as a self-extracting archive and includes a WeiDU installer. To install, simply double-click the archive and follow the instructions on screen.
Alternatively, the files can be extracted into your game directory using 7zip or WinRAR. When properly extracted, your game directory will contain setup-iwdification.exe and the folder iwdification. To install, double-click setup-iwdification.exe and follow the instructions on screen.
@@ -101,7 +101,7 @@First, extract the files from the tarball into your game directory. When properly extracted, your game directory will contain setup-iwdification, setup-iwdification.command, and the folder iwdification. To install, double-click setup-iwdification.command and follow the instructions on screen.
You can run setup-iwdification.command in your game folder to reinstall, uninstall or otherwise change components.
Linux
- IWDification for Linux is distributed as a compressed tarball and does not include a WeiDU installer. Linux users will need to do a one-time install of WeiDU (and a few other adjustments) as described in this great writeup.
To install, run 'WeInstall iwdification' in your game folder.
Note for Complete Uninstallation
In addition to the methods above for removing individual components, you can completely uninstall the mod using setup-iwdification --uninstall at the command line to remove all components without wading through prompts.
IWDification has several components, which can be installed completely independently of one another. The components are broken into three broad categories.
-Icewind Dale Casting Graphics (Andyr)
- Also available in the Tweaks Anthology mod
When your character casts a spell, you get a pretty sequence of colors swirling around their hand depending on the school the spell cast came from. A necromantic spell, for example, looks quite different from creating an illusion. The Baldur's Gate and Icewind Dale games use different sets of animations for the schools. This component changes the spellcasting animations to those of Icewind Dale. Note that this is purely a cosmetic change--the spells themselves function exactly as before. Screenshots for comparison are available in the Tweaks gallery.
+ Also available in the Tweaks Anthology mod +When your character casts a spell, you get a pretty sequence of colors swirling around their hand depending on the school the spell cast came from. A necromantic spell, for example, looks quite different from creating an illusion. The Baldur's Gate and Icewind Dale games use different sets of animations for the schools. This component changes the spellcasting animations to those of Icewind Dale. Note that this is purely a cosmetic change--the spells themselves function exactly as before. Screenshots for comparison are available in the Tweaks gallery.
Commoners Use Drab Colors
- Also available in the Tweaks Anthology mod
Unlike Icewind Dale, commoners in BG2 wear brightly colored clothes. This tweak changes the random selections of colors for commoners to a drab palette. The dress of noblemen and noblewomen are not affected.
-Two Handed Axes
-Icewind Dale also featured two-handed axes, as opposed to the strictly one-handed variety found in the Baldur's Gate series. This component scatters normal and magical two-handed axes throughout the game to make them available for players. Two-handed axes use the axe proficiency and have base stats of 9 speed and 1d10 damage. Spoilers about their precise locations are available on the forums.
-Expanded Polymorph Self Options
-This component adds three new forms to the arcane Polymorph Self spell: winter wolf, polar bear, and boring beetle (the boring beetle requires Infinity Animations on original BG2).
-Randomized Enemy Equipment
- Enhanced Editions Only
Icewind Dale routinely randomized the weapons and other equipment of enemy mobs, e.g. skeletons in IWD could attack with just about any melee or ranged weapon in the game. This component does the same for BG and BG2 random enemies. It is limited somewhat by the animation system of the game: gnolls, for example, only support weapon animations for long swords and halberds so the randomization is limited. You can optionally install high-quality items--these are non-magical items that provide an additional +1 to-hit over their normal counterparts--to provide a little more variation. If the Two Handed Axes component is installed, these will also be added to the mix.
-At present, this component only randomizes equipment on truly random mobs, e.g. most hobgoblins in BG will get randomized equipment but special, fixed groups (such as the ones with Joia's ring at the Friendly Arms Inn) will not. This is done primarily to avoid conflicts with other mods which may alter equipment. You can read more details about this on the relevant forum thread.
-Unlike Icewind Dale, commoners in BG2 wear brightly colored clothes. This tweak changes the random selections of colors for commoners to a drab palette. The dress of noblemen and noblewomen are not affected.
+Two Handed Axes
+Icewind Dale also featured two-handed axes, as opposed to the strictly one-handed variety found in the Baldur's Gate series. This component scatters normal and magical two-handed axes throughout the game to make them available for players. Two-handed axes use the axe proficiency and have base stats of 9 speed and 1d10 damage. Spoilers about their precise locations are available on the forums.
+Expanded Polymorph Self Options
+This component adds three new forms to the arcane Polymorph Self spell: winter wolf, polar bear, and boring beetle (the boring beetle requires Infinity Animations on original BG2).
+Randomized Enemy Equipment
+ Enhanced Editions Only
Icewind Dale routinely randomized the weapons and other equipment of enemy mobs, e.g. skeletons in IWD could attack with just about any melee or ranged weapon in the game. This component does the same for BG and BG2 random enemies. It is limited somewhat by the animation system of the game: gnolls, for example, only support weapon animations for long swords and halberds so the randomization is limited. You can optionally install high-quality items--these are non-magical items that provide an additional +1 to-hit over their normal counterparts--to provide a little more variation. If the Two Handed Axes component is installed, these will also be added to the mix.
+At present, this component only randomizes equipment on truly random mobs, e.g. most hobgoblins in BG will get randomized equipment but special, fixed groups (such as the ones with Joia's ring at the Friendly Arms Inn) will not. This is done primarily to avoid conflicts with other mods which may alter equipment. You can read more details about this on the relevant forum thread.
+IWD Class Updates: Bard: Add IWD Bard Songs (formerly known as Bard Song)
+IWD Class Updates: Bard: Add IWD Bard Songs (formerly known as Bard Song)
Bards in Icewind Dale gained different bard songs as they leveled:
As the songs become available to the bard, the ability to freely switch between them is available. This component only affects trueclass bards, as the available kits use variants of BG2 bard song for kit advantages and/or disadvantages. Bards with these new songs will not be able to pick Enhanced Bard Song as a high-level ability.
+As the songs become available to the bard, the ability to freely switch between them is available through innate abilities. This component only affects trueclass bards, as the available kits use variants of BG2 bard song for kit advantages and/or disadvantages. Bards with these new songs will be able to pick Enhanced Bard Song as a high-level ability and it will appear as another option with the innate abilities for the other songs.
IWD Class Updates: Bard: Use IWD Spell Progression
- Also available in the Tweaks Anthology mod
Bards in Icewind Dale could learn up to eighth-level spells and this component makes the IWD table available. This is also available in Tweaks Anthology as Alter Bard Spell Progression Table: Un-Nerfed Table. A comparison of the spell progression tables is available from the Tweaks documentation.
-IWD Class Updates: Druid: Use IWD Shapeshifting and Ability Progression
-This makes several changes to the druid class. Trueclass druids swap their BG2 shapeshifting (wolf, black bear, brown bear) for the IWD progression: winter wolf (level 5), boring beetle (level 7, but kept as black bear for vanilla games without Infinity Animations), polar bear (level 9), fire elemental (level 11), earth elemental (level 13), and water elemental (level 15). Immunity from poison is moved from level 15 to level 9, and instead of the BG2 elemental resists at levels 18/21/24, the druid becomes immune to fatigue at level 15.
-Details of the new forms (and the original three from BG) are below for comparison:
-- | Winter Wolf | -Boring Beetle | -Polar Bear | -Fire Elemental | -Earth Elemental | -Water Elemental | -Brown Bear | -Wolf | -Black Bear | -
---|---|---|---|---|---|---|---|---|---|
Level | -5 | -7 | -9 | -11 | -13 | -15 | -7 | -7 | -7 | -
Strength | -18 | -18/51 | -18 | -19 | -23 | -18 | -18 | -18 | -18 | -
Dexterity | -13 | -7 | -10 | -9 | -5 | -14 | -12 | -17 | -12 | -
Damage | -1d6 slashing | -5d4 slashing | -1d12 slashing | -1d8 crushing | -4d8 crushing | -4d8 crushing | -1d6 piercing | -1d8 piercing | -1d4 piercing | -
Weapon strikes as... | -+1 | -+2 | -+3 | -+4 | -+4 | -+4 | -+1 | -+1 | -+1 | -
Base AC | -2 | --2 | -4 | -2 | --2 | --2 | -6 | -6 | -7 | -
Base APR | -2 | -1 | -3 | -1 | -1 | -1 | -3 | -1 | -3 | -
Notes | -Haste (normal); 75% cold resistance; -25% fire resistance | -Haste (normal); 50% slashing, piercing, missile resistance | -75% cold resistance; -25% fire resistance | -100% fire resistance; 15% electricity, acid, physical damage resistance; -50% cold resistance | -75% missile resistance; 50% slashing, piercing resistance; 25% fire, cold, resistance; -50% crushing resistance | -75% acid, physical damage resistance; -25% cold resistance; -75% electrical resistance | -- | - | - |
IWD Class Updates: Druid: Allow Elves to be Druids
- Enhanced Editions Only
Bards in Icewind Dale could learn up to eighth-level spells and this component makes the IWD table available. This is also available in Tweaks Anthology as Alter Bard Spell Progression Table: Un-Nerfed Table. A comparison of the spell progression tables is available from the Tweaks documentation.
+IWD Class Updates: Druid: Use IWD Shapeshifting and Ability Progression
+This makes several changes to the druid class. Trueclass druids swap their BG2 shapeshifting (wolf, black bear, brown bear) for the IWD progression: winter wolf (level 5), boring beetle (level 7, but kept as black bear for vanilla games without Infinity Animations), polar bear (level 9), fire elemental (level 11), earth elemental (level 13), and water elemental (level 15). Immunity from poison is moved from level 15 to level 9, and instead of the BG2 elemental resists at levels 18/21/24, the druid becomes immune to fatigue at level 15.
+Details of the new forms (and the original three from BG) are below for comparison:
++ | Winter Wolf | +Boring Beetle | +Polar Bear | +Fire Elemental | +Earth Elemental | +Water Elemental | +Brown Bear | +Wolf | +Black Bear | +
---|---|---|---|---|---|---|---|---|---|
Level | +5 | +7 | +9 | +11 | +13 | +15 | +7 | +7 | +7 | +
Strength | +18 | +18/51 | +18 | +19 | +23 | +18 | +18 | +18 | +18 | +
Dexterity | +13 | +7 | +10 | +9 | +5 | +14 | +12 | +17 | +12 | +
Damage | +1d6 slashing | +5d4 slashing | +1d12 slashing | +1d8 crushing | +4d8 crushing | +4d8 crushing | +1d6 piercing | +1d8 piercing | +1d4 piercing | +
Weapon strikes as... | ++1 | ++2 | ++3 | ++4 | ++4 | ++4 | ++1 | ++1 | ++1 | +
Base AC | +2 | +-2 | +4 | +2 | +-2 | +-2 | +6 | +6 | +7 | +
Base APR | +2 | +1 | +3 | +1 | +1 | +1 | +3 | +1 | +3 | +
Notes | +Haste (normal); 75% cold resistance; -25% fire resistance | +Haste (normal); 50% slashing, piercing, missile resistance | +75% cold resistance; -25% fire resistance | +100% fire resistance; 15% electricity, acid, physical damage resistance; -50% cold resistance | +75% missile resistance; 50% slashing, piercing resistance; 25% fire, cold, resistance; -50% crushing resistance | +75% acid, physical damage resistance; -25% cold resistance; -75% electrical resistance | ++ | + | + |
IWD Class Updates: Druid: Allow Elves to be Druids
+ Enhanced Editions Only
As simple as it gets: this opens the druid class and fighter-druid multi-class to elves, but is only available on EE games.
IWD Class Updates: Paladin: IWD Abilities and Skills
The paladin's Detect Evil ability becomes an at-will ability, and Protection From Evil only protects the paladin but lasts 24 hours. Paladins can cast Cure Disease (per the cleric spell) once per day and Smite Evil once per day (does 1d6 plus 1d6 per thee levels of magic damage to an evil opponent). Paladins are now immune to disease and become immune to fear at level three. They also receive an expanded spellcasting table, being able to start casting spells at level 6 instead of 9.
@@ -277,19 +277,19 @@Icewind Dale expanded the level and number of spells high level paladins could cast. This component replaces the game tables with those of IWD-HoW. This is also available in Tweaks Anthology as Paladins Use IWD-HoW Spell Progression Tables (grogerson). A comparison of the spell progression tables is available from the Tweaks documentation.
IWD Class Updates: Ranger: Use IWD Spell Progression
-Also available in the Tweaks Anthology mod
Icewind Dale expanded the level and number of spells high level rangers could cast. This component replaces the game tables with those of IWD-HoW. This is also available in Tweaks Anthology as Rangers Use IWD-HoW Spell Progression Tables (grogerson). A comparison of the spell progression tables is available from the Tweaks documentation.
IWD Class Updates: Thief: Evasion
- Enhanced Edition Only
At level seven, thieves earn the Evasion perk. When a thief is hit by a spell that can be evaded (Fireball, Lightning Bolt, etc.), the thief is allowed a Save vs. Breath to completely avoid the effects. If the Saving Throw is failed, the spell works normally, including a save for half damage if the spell allows for it. A helpless thief (e.g. held, stunned, or asleep) cannot use Evasion.
-Arcane Spell Pack
+Arcane Spell Pack
This component adds more than 30 arcane spells from Icewind Dale. This component does not alter existing BG2 spells to match their IWD counterparts, except as noted below. Complete descriptions are available on the project pages as well as in-depth technical information.
1 Only available for EE games
- 2 Only available for EE games OR vanilla games with TobEx installed
Divine Spell Pack
+ 2 Only available for EE games OR vanilla games with TobEx installed +Divine Spell Pack
This component adds more than 40 divine spells from Icewind Dale and does not alter existing BG2 spells to match their IWD counterparts. Divine spellcasters will receive these spells, as appropriate, in their spellbooks as they level up. Joinable NPCs also receive updates to their spellbooks to account for the new spells. Complete descriptions are available on the project pages as well as in-depth technical information.
1 Only available for EE games
- 2 Only available for vanilla games with Infinity Animations installed
Expanded Portrait Icons
- Non-EE Games Only
On the Enhanced Editions, all of the Icewind Dale portrait icons for the spells in the Arcane and Divine Spell Packs and the songs from IWD Class Updates: Bard are added. Unlike the Enhanced Editions, portrait icons in the original BG2 are limited to a fixed number of slots and, as such, many of the imported spells and bard songs do not get their unique portrait icons. These are made available as a separate component because there's no easy way to patch these into the game and this component will destructively overwrite changes made by other mods to expand the portrait icon system.
CamDawg created this mod, based primarily on the hard work of DavidW on IWD-in-BG2, and furthered by the Beamdog team for IWDEE. You can find out more about IWDification by visiting the mod forum or the project page.
+CamDawg created this mod, based primarily on the hard work of DavidW on IWD-in-BG2, and furthered by the Beamdog team for IWDEE. You can find out more about IWDification by visiting the mod forum or the project page.
Since this mod, and in particular the spell packs, draw heavily upon the work in IWD-in-BG2, the same thanks and acknowledgments apply. In particular thanks to Nythrun, who helped immensely with the conversion of the spells. Thanks to Andyr for the development of the IWD casting graphics, lifted entirely from the Tweaks Anthology.
I'd also like to thank TotoR, who identified several issues and provided working versions of Shout, Great Shout, Wall of Moonlight, Smashing Wave, and Mordenkainen's Force Missiles for oBG2. Thanks to Luke who identified several issues with the IWDEE 2.6 spells, and thanks to Galactygon for same as well as advice on getting the new IWD spells to blend in more with their BG2 counterparts. Thanks to subtledoctor for providing the code for getting the spells to work with SR's spell deflection.
-Tools Used in Creation
+Tools Used in Creation
Version Release Candidate 2 - September 30, 2021
+Version Release Candidate 2 - September 30, 2021